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Garth: Tripping Damage On Fasties - When Is This Getting Fixed?


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#1 Trauglodyte

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Posted 27 December 2012 - 09:37 AM

As a fellow Cicada driver, would you lend me your ear and help us fast drivers out here? I'm tired of losing leg armor every time I trip over a pebble. I understand taking damage when dropping off of a very high elevation - everyone should take damage this way. But, when I drive my Hunchy, I can drop off the top of the high city drop point in Lake City and take no damage due to only going 64 kph. If I do this on my Bug, I go yellow. If I run through the lake at 150 kph and step on some rubbish (I like saying rubbish cause its funny), my legs go yellow. I can run over it at 64 kph all day and have nothing.

It is my observation that this only happens (the tripping damage) when you break 110 but it is rather annoying that there seem to be two sets of rules for falling/tripping damage based on how fast you're going. I kind of get it because there is the whole physics thing involved and all of that. But can we dismiss this one part of realism for a better overall and balanced piloting quality of life?

#2 Phalanx100bc

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Posted 27 December 2012 - 09:42 AM

It's gods revenge for lag-shield.

#3 Hobo Dan

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Posted 27 December 2012 - 09:47 AM

You're going to be sad when collisions (real tripping) return...

#4 Kousagi

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Posted 27 December 2012 - 09:47 AM

I see it at pretty balanced idea... its only 1 point of damage each time ya hurt your legs... I mean just wait till they really do fix tripping and fall damage. Fall off a cliff? ya, its going to hurt... run in to a mech? face first in the dirt for the next 4-5 sec's as ya get shot to little bits...

Funny bit is, we don't have anywhere near all the moving fast rules that TT has... If a light going that fast tried to pull some of the turns we are able to do they would fall flat on their face.

#5 Mercules

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Posted 27 December 2012 - 09:49 AM

It is fixed. Throttle down, go over "rough terrain", throttle back up. This is what you would do in TT because you had a chance of falling over in "rough terrain". Here you don't fall over and take damage you simply move over it at slightly reduced speed and take minor damage. More than fair.

#6 Trauglodyte

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Posted 27 December 2012 - 09:51 AM

I'm actually looking forward to the collisions being added in. I'm currently running a 340xl in my Cicada with the speed tweak and doing 151.5 kph is WAY too fast. I turn a corner in Lake City or Frozen City and I come face to face with another mech but warp through it. I don't like that.

The problem is, though, that as a fast mech, you can't run Caldera without ripping half of your leg armor off just trying to avoid being shot at because you're going so fast that the slightest elevation drop or trip gashes you. One point of damage may not seem like a lot but it adds up fast. Like I said, I don't mind collision damage and the soon to be added falling damage and animatioin from it. But I despise little rocks making me stumble for no reason and the disparity between slows and fasts based on this mechanic.

#7 Mercules

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Posted 27 December 2012 - 09:56 AM

View PostTrauglodyte, on 27 December 2012 - 09:51 AM, said:

I'm actually looking forward to the collisions being added in. I'm currently running a 340xl in my Cicada with the speed tweak and doing 151.5 kph is WAY too fast. I turn a corner in Lake City or Frozen City and I come face to face with another mech but warp through it. I don't like that.

The problem is, though, that as a fast mech, you can't run Caldera without ripping half of your leg armor off just trying to avoid being shot at because you're going so fast that the slightest elevation drop or trip gashes you. One point of damage may not seem like a lot but it adds up fast. Like I said, I don't mind collision damage and the soon to be added falling damage and animatioin from it. But I despise little rocks making me stumble for no reason and the disparity between slows and fasts based on this mechanic.


So... you would prefer that each time you run over those rocks the game randomly determines if you are going to trip and go skidding across the ground damaging some OTHER part of your mech and having to stand back up and get moving again? Because that is how it SHOULD work. Be glad they gave you easy mode and deal with it.

#8 Trauglodyte

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Posted 27 December 2012 - 10:01 AM

Killing me, Mercules, killing me!!!

#9 Baby Bear

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Posted 27 December 2012 - 10:02 AM

Well... For those heavies anxious to kick over mediums and lights you better hope charging isn't the same as tabletop rules. If it is then the velocity of the mech hitting you is taken into account. A Jenner at flank speed is going to mess you up and leg you if it hits at full speed. Although the charger takes damage as well so that Jenner would be pretty jacked up if it survives the collision. Both mechs would likely fall. Hopefully there is some balance and obviously an assault running over a light standing still would trample and kick it over. Hopefully this won't end up a keystone cops scene with all the mechs involved or one big dog pile.

#10 Hobo Dan

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Posted 27 December 2012 - 10:05 AM

View PostBaby Bear, on 27 December 2012 - 10:02 AM, said:

Hopefully this won't end up a keystone cops scene with all the mechs involved or one big dog pile.


I imagine the first week after collisions are back will be very much like this until everyone re-learns how to drive. lol

#11 Croft

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Posted 27 December 2012 - 10:08 AM

The real problem is when you "fall off" that bump. you speed is reduced to 0 for fraction of a sec, long enough to let your enemy to accurately alpha you.

#12 Baby Bear

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Posted 27 December 2012 - 10:11 AM

Probably will end up in chaos. I have no problem with tripping after slamming into stuff or running over very rough terrain although the OP is correct in that lights take damage from the slightest change in height. Gonna be really bad for the Spider that relies on jumping and I see alot of jumpers legging themselves from constant small height falls. I'm not sure how the game physics is coded as a heavier mech should actually take more damage from a fall but currently the reverse is true.

#13 Mechwarrior Buddah

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Posted 27 December 2012 - 10:11 AM

Id like to see it more like TT. Where if you take a drastic, sudden turn at full, flat out speed you CAN trip and fall or skid.

#14 Mar Helmer

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Posted 27 December 2012 - 10:16 AM

View PostTrauglodyte, on 27 December 2012 - 09:37 AM, said:

As a fellow Cicada driver, would you lend me your ear and help us fast drivers out here? I'm tired of losing leg armor every time I trip over a pebble. I understand taking damage when dropping off of a very high elevation - everyone should take damage this way. But, when I drive my Hunchy, I can drop off the top of the high city drop point in Lake City and take no damage due to only going 64 kph. If I do this on my Bug, I go yellow. If I run through the lake at 150 kph and step on some rubbish (I like saying rubbish cause its funny), my legs go yellow. I can run over it at 64 kph all day and have nothing.

It is my observation that this only happens (the tripping damage) when you break 110 but it is rather annoying that there seem to be two sets of rules for falling/tripping damage based on how fast you're going. I kind of get it because there is the whole physics thing involved and all of that. But can we dismiss this one part of realism for a better overall and balanced piloting quality of life?

Devs have said that this is a bug they haven't yet been able to root out. The game interprets fast movers as falling over small obstacles rather than running over them, causing the unnecessary damage. They know about it and are working on it.

#15 Baby Bear

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Posted 27 December 2012 - 10:21 AM

I pretty much feel Lights will be hacked on till they are nerfed to 50 kph limit. Must fall in front of your assault. Take 3 minutes to get up so you can accurately aim 6 large PPCs and one shot. And you know what... Someone will then still miss and say the Light is OP. ;)

#16 jper4

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Posted 27 December 2012 - 10:24 AM

View PostMercules, on 27 December 2012 - 09:56 AM, said:


So... you would prefer that each time you run over those rocks the game randomly determines if you are going to trip and go skidding across the ground damaging some OTHER part of your mech and having to stand back up and get moving again? Because that is how it SHOULD work. Be glad they gave you easy mode and deal with it.


for some reason this just made me think that someone should make a video of say a Cicada (mechus warpdrivus) zooming along a flat terrain ("meep meep!"), then zoom in on a small pebble along the road. cue the Cicada hitting said pebble and go spinning off into space with the little "ding" noise team rocket would make as they are blasting off again.

this should be how it works in game <nods>

#17 Baby Bear

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Posted 27 December 2012 - 10:28 AM

Be funny if someone makes a Flash of that.

#18 Mechwarrior Buddah

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Posted 27 December 2012 - 10:38 AM

View PostBaby Bear, on 27 December 2012 - 10:21 AM, said:

I pretty much feel Lights will be hacked on till they are nerfed to 50 kph limit. Must fall in front of your assault. Take 3 minutes to get up so you can accurately aim 6 large PPCs and one shot. And you know what... Someone will then still miss and say the Light is OP. ;)


Yeah totally, that lag shield thing? TOTALLY, ONLY aim issues. TOTALLY doesnt exist.

Totally

#19 Baby Bear

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Posted 27 December 2012 - 10:51 AM

Oh I hate lag shield too. Keep in mind that it affects lights too. Many a time I've chased a light mech with constant hits not registering or the mech in front of me keeps teleporting all about. You are not the only one that wants it gone. Just gets old hearing the same old Lights are OP garbage when I've seen all classes do well. Don't blame the pilot for buggy code. ECM or Streak missiles do need a nerfin tho or at least make modules out of those functions so they can't use all the abilities at once. Streak needs to relock after firing.

Edited by Baby Bear, 27 December 2012 - 10:53 AM.


#20 Windsaw

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Posted 27 December 2012 - 11:18 AM

View PostJackson Jax Teller, on 27 December 2012 - 10:54 AM, said:


whoa I think thats the first light pilot Ive seen agree O.o
Then you haven't read many threads on that topic.





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